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    Fortnite is Epic's first Unreal Engine 4 game, heading exclusively to PC


    Fortnite
    is Epic's first Unreal Engine 4 game and it'll ship "exclusively for the PC," Epic Games' Cliff Bleszinksi said today during a San Diego Comic-Con 2012 panel. "We're here and we're announcing that this is a PC-designed game, it's shipping exclusively for the PC," he told a crowd of attendees.

    "Next-gen's here. It's been here. It's a high-end PC," Bleszinski said. He added that the dudebro-free Fortnite didn't "make sense" for Unreal Engine 3, and cheered PCs as being part of Epic's "heritage."

    Fortnite, which sees characters building bunkers and emplacements to defend against the monsters of the night, was suspected of being a PC exclusive earlier this year when it popped up on a LinkedIn listing for PC. The listing was quickly changed after we brought it to the attention of Epic Games.

    We'll have more from Epic's SDCC panel as soon as we can (it's still going on!).

    http://www.joystiq.com/2012/07/12/fo...ing-exclusive/

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    Heh ekhn Cliffy asche PC teh.Gadha water khay ghola kre...GoW niya amar raage ekhn o jay nai er upor theke.

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    Quote Originally Posted by anik_lc View Post
    Fortnite is Epic's first Unreal Engine 4 game, heading exclusively to PC
    Click image for larger version. 

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    Ami Mone Korsilam UT4 Hobe. Already Terraia Te 200+ Hour Katay Disi, Oi Type Er R Kono Ta Khelar Iccha Nai............
    Last edited by anik_lc; July 13th, 2012 at 02:30.
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    Fortnite coming 2013, first screenshots

    Today at San Diego Comic-Con, Epic Games revealed the first look at its co-op sandbox survival game, Fortnite, which will be exclusive to PC and the first game to utilize Unreal Engine 4.

    During its Comic Con panel, Epic announced the game will release in 2013, allowing players to “explore, forage, collaborate and build by day in their own dynamic and expanding world.”

    At night, they’ll have to work together to defend their fortress “from the forces of darkness.”

    Attendees at the panel also received a first look at Fortnite’s building system, which is designed so that “players can use scavenged materials to quickly build and renovate structures of varying materials and complexity.”
    http://www.vg247.com/2012/07/12/fort...eases-in-2013/

    Screenshots are below.



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    Good....
    Happy to see a ue4 pc exclusive.

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    Hoping for the best

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    Team Fortress 2 Er Copy
    A strong man doesn't need to read the future, he makes his own


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    Quote Originally Posted by Badhon View Post
    Team Fortress 2 Er Copy
    MMO naki?

    - - - Updated - - -

    Interview of designer Cliff Bleszinski and producer Tanya Jessen
    How has Epic selected Fortnite as the premier game for Unreal Engine 4?
    Tanya Jessen: Originally, we were making Fortnite in Unreal Engine 3, but as we figuring out what the game was, it started to show promise of being a more open-ended game that will last for many years. At that point, it didn’t make sense to keep it on UE3 because we really saw Fortnite as being something that’s going to be out there and living for a really long time.
    On top of that, we had already shown what UE4 can do at the highest level with the Elements demo, so we thought we should put out a game first that was really accessible and that everyone could play on their PCs. This is going to be a game that the PC you own today…will be able to run, and that’s a great thing for the engine, especially as a toolset for game developers out there.
    Cliff Bleszinski: Getting a game out the door sooner rather than later helps us because, until you ship a product with all the hooks in place, and all the tools working properly, you can’t start iterating on the engine itself and get it out the door for everyone who's licensing it.
    Will Fortnite take advantage of all the features of Unreal Engine 4?
    TJ: Fortnite is specific in terms of [scope] and in terms of accessibility, but there is still a lot of things about UE4 that made Fortnite special. One of those, which we talked about during the panel, was Blueprint: the next version of the scripting language K2, or Kismet 2. For example, the skybox [in the demo] was set up by our coders so that the artists could determine all the colors, shaders, and such that should be used at certain times of day and link those to other parts of the game. By creating a blueprint linking streetlamps to time of day, the game will know to automatically activate the lights when dusk starts to fall. Together, these blueprints will help create a more dynamic space.
    CB: Coders no longer have to hook in every sound effect and every particle effect manually; the artist can put that stuff in there themselves which is better for iteration, better for production, and better for overall costs.
    Why is Fortnite being released as a PC exclusive?
    CB: When you're releasing a game that you want to have regular updates on, getting through the [approval] process [on consoles] is a very extensive thing that takes months, and we need to be agile and nimble with this product. Plus, the fact that we're back making a PC-exclusive title--initially, by the way, we won't rule out other platforms further down the line--is news. With our roots and everything, we're coming back to the platform that started it all.
    There will be a mod community there [on PC]. We're going to have special events on a regular basis with this game, and still keep tweaking the knobs from back at base and have a dynamic experience for the player--it's almost like dungeon mastering. All those elements added together meant that the PC made the most sense. It's more scalable if you have the high-end monster rig; it's going to look great, and even if you have a crummy one from a few years back, it's not going to look as great but it'll still run. We want to try to hit as large of an audience on the PC as possible.
    What do you see as the greatest challenge for original IPs?
    CB: It's cutting through the noise of everything out there. The thing about the slow burn of Fortnite's release is that we're slowly going to build our fan base up over a longer period of time and, hopefully, become a massive community.
    TJ: Video games are also really expensive to make, so going with something that you already know people love lets [companies] mitigate some of that risk. And--to circle around back to UE4--one of the big goals has been decreasing iteration time and allowing game developers to build something faster with a smaller team. I mean, right now the Fortnite team has 17 core team members and, basically, we try to get things in as fast as we can so that we can test them, iterate on them, and tweak them. UE4 allows us to do that.

    Can you construct impossible buildings in Fortnite? Buildings that are not structurally sound?

    CB: There's a fine line to that, because we want to see some crazy M.C. Escher stuff, but we don't want [buildings] that are just off floating in space. We're still determining our rule set for that--you don't have to be a structural engineer to play this game. We're not going to go all Bridge Builder on you.
    TJ: A fun part of the game is working around the rules to get what you want accomplished.
    What are your thoughts on the recently announced Ouya console, and how disruptive will it be to the console market?
    CB: I have absolutely no idea. I think it's cool; I think it recognizes that there's room for sofa gaming and console gaming; I think it proves that users are hungry for [new options].
    TJ: Competition is always a good thing; I love how it's shaking things up.
    CB: I love indie games. I would have killed for this type of platform as a child growing up. I would have made Jazz Jackrabbit and put it on it. The less gates there are for talented people to make great video games, and get the maximum amount of eyes, the better!
    Scavenge. Build. Survive. Those are the three pillars to the upcoming action game Fortnite, the premier game to feature Unreal Engine 4. During its Comic-Con 2012 panel, Epic Games showed off some early footage from the game, which will be released sometime next year. Specifically, Epic demonstrated how the crossbow weapon will function (including a tightrope upgrade that you can walk across); how the troll enemy will slip past all your defenses; and how players will construct buildings.

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    Quote Originally Posted by arefinzz View Post
    mmo naki?
    fpsf2p
    A strong man doesn't need to read the future, he makes his own


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    Due to Fortnite’s dynamic nature, “the only platform that made sense was PC,” says Jessen




    Fortnite producer producer Tanya Jessen has explained how the persistent world in the game will work, as it allows you to play in both your own world and a friend’s.

    Speaking with RPS, Jessen while the team at Epic is still iterating on the design of it, the idea is that there can be multiple worlds that are public or private; single-player or cooperative, and they can be open.

    “You can be away from your PC, and they can be running, or you can turn them off. It’s up to you,” she explained. “But each of those environments will be dynamic and totally unique worlds. But in terms of the progression itself… not ready to talk too much about that stuff. We have so many different things we’re doing where we’re iterating to find the most fun right now.”

    The dynamic nature of the game world is another reason the studio chose to debut Unreal 4 with Fortnite on PC, because, according to Jessen, it the tools in UE4 provides a lot more “control to designers and artists, to just create interactive objects in the world.”

    “For Fortnite, that was a really great move, to be able to use the next version of Kismet,” she said. “It’s called Blueprint. For example, our skybox is built entirely in a Blueprint, and that’s the day-night cycle. All the programmers had to do was expose, you know, what time was it relevant to gameplay, and now the artists can go make all of these objects that are relevant to the time of day.

    “So after a certain time, all the streetlights will turn on wherever you’re at. The clocks in the world tell the actual in-game time. Things like that, in the past, would have to be programmed by a coder. Now they’re all set up by our artists. Everything from how many different shaders in the colors of the sky that change depending on the night, that all now can be iterated and made awesome by the artists.

    “And from an accessibility standpoint, we wanted to make sure that UE4 was really accessible to people who own PCs today, that they’ll be able to run a UE4 game. So Fortnite was a great opportunity for us to push for that as well.

    “Because of its super-dynamic nature and the fact that we see this as a living project, the only platform for us that made sense was PC, and especially with turning around that quick iteration time with UE4 and all of that. It was absolutely the way to go. It’s offering us the flexibility to add things on the fly. As people are having fun with certain weapons or enemies, being able to add more of that and keep the experience really fun and fresh for people is awesome. And right now you can’t really do that so easily on consoles.

    “[For us, PC] never went away. Innovation has always been happening in the PC space. I’ve been a PC gamer my whole life, since I was like 12. I don’t know if it’s really a shift so much as that the flexibility of platform is something that’s been absolutely awesome, that people are now starting to take more advantage of. Maybe it’s just the fact that with the tools now, it’s getting easier to put out games on the PC.”

    Epic has previously said there’s the possibility Fortnite could come to “other platforms later.” It’s out in 2013.
    A strong man doesn't need to read the future, he makes his own


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    Ekta kharap khobor shunlam,
    eta MMO na kintu Diablo 3-er moto shobsomoy net-e connected thakte hote pare,ekhono confirm kore nai though.
    hoile etaw dhora

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    ^ Always on DRM thakbe bolse. But hopefully UBISOFT er games gular moto break kore felbe. Hackers FTW.

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    Diablo to pare na

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    ^ It was the hardest one, protected by El Diablo HIMSELF.

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    Fortnite getting a closed beta 'early next year'


    As a special prize for one lucky attendee of tonight PAX Prime 2012 Fortnite panel – a reprise of the Fortnite panel we saw at San Diego Comic Con earlier this year – Epic Games gave out a golden ticket that provides early beta entrance to next year's Unreal Engine 4 PC game. So ... wait, does that mean there's gonna be an open beta for Fortnite?

    "TBD," Epic design director Cliff Bleszinski told us immediately following the panel. "There will definitely be a closed beta," producer Tanya Jessing added, but she also refused to confirm whether an open beta is also in the cards.

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    Game Informer May Cover: Fortnite

    Fortnite features the cooperative third-person shooter core Epic Games is known for, but rather than throwing you into scripted events and corridors, the game challenges you to explore the environment for resources and build fortresses while fending off waves of attackers at the same time. With an RPG-like progression system, Diablo-like looting, multiple campaigns of varying lengths, procedurally generated worlds, and the promise of player vs. player battles, Epic is offering plenty of replayability that it hopes will provide the game with a long lifecycle.






    http://www.gameinformer.com/b/news/a...te-482410.aspx

    Video coverage here

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    Introducing Fortnite's Ninja Class




    Class Name: Ninja
    Who is it for: Melee fighters. Players who prefer speed and technique over bullets and bombs.
    Starting Ability:
    Mantis Leap – Allows the ninja to perform a double jump capable of vaulting over single-story walls and cliffs.
    First Unlock Ability:
    Assassination – Deals additional damage with each consecutive strike of an edged weapon for a short time. Can stack up to seven times.
    Other Abilities:
    Throwing Stars – Allows the ninja to throw a trio of medium-range projectiles.
    Smoke Bomb – Creates a smoke cloud that stun locks enemies for a short period of time.
    Shadow Stance – Killing an enemy turns the player into a shadow and temporarily reduces the amount of damage taken from enemy attacks.
    Dragon Slash – A powerful attack that instantly propels the ninja forward, dealing massive damage to enemies caught in their path.
    Hands-On With The Ninja:
    The ninja is the second of Fortnite's combat-oriented classes that will be available at launch. The ninja features an affinity for melee weapons, and as such, many of its skill upgrades focus on close-range combat. However, the ninja's preferred weapon of choice isn't the only aspect that differentiates it from the commando class.
    While not as beefy as commandos or constructors, ninjas are incredibly deadly in certainly situations thanks to their speed and abilities. Facing a tougher enemy like the wall-destroying Smasher head-on can be a life-threatening affair, but a well-timed smoke bomb or Dragon Slash attack can help mitigate the danger of having to get so close to your target. Abilities like Shadow Stance provide defensive buffs for killing enemies, allowing the ninja to stay in the thick of the action longer and combo together kills.
    Despite these abilities, it's still important for ninjas to use the environment to their advantage. Setting up defensive traps near your fort can provide a safety net to fall back on should the odds tip out of your favor. In one zone, we designed a gauntlet of spike plates, electricity traps, and wall arrows outside the ground floor of our stronghold. When the invading monsters started ganging up my ninja, I led them to their deaths in the booby-trapped corridor like a demented Pied Piper.
    However, the most important of the ninja's abilities is the Mantis Leap. Mantis Leap allows the ninja to perform a double jump, providing just enough air to leap over single-story walls and cliffs. This combined with the ninja's fast movement speed make the class a great choice for exploration as well as combat. Being able to vault up onto a roof without building a ramp that monsters could then also use helps the ninja leave pursuing foes in the dust.
    I still kept some guns on hand during my play sessions with the ninja, but rarely felt the need to use them during enemy encounters. Slicing my way through an entire horde of sluggish husks never got old, and finishing off powerful enemies with a lightning-fast Dragon Slash proved the ninja doesn't need advanced weaponry to be a formidable foe. I still ultimately preferred my time playing as Fortnite's commando, but once I have more time to tinker with the ninja's skill tree options, I could see it becoming my favorite class.
    Going Head-To-Head With The Ninja:
    Epic says it will have a variety of competitive multiplayer modes ready at launch; our introduction to PvP was a five-on-five mode that tasked us with defending a unicorn statue from the opposing team, while simultaneously attacking their own statue. Quickly building and fortifying a base around the statue proved an important key to victory.
    During our early look at Fortnite's competitive multiplayer, Epic made it clear that the balance of the classes and their abilities is far from complete. Our time playing as the ninja confirmed this; the ninja's smoke bomb ability stun locked opponents for so long that it was basically a death sentence – the assaulting melee master could slice even the strongest foes to death before they regained control. While we're sure Epic will nerf the smoke bomb's effectiveness for launch, the ninja class is still a force to be reckoned with in head-to-head matches.
    The ninja's speed makes it a great class for running out and collecting resources for their team's constructor at the beginning of matches; during our play sessions, this sometimes proved to be the difference between getting a well-defended fort quickly erected, and an early, shame-inducing defeat.
    However, like in Fortnite's campaign mode, the Mantis Leap in an invaluable ability that sets the ninja apart from the other classes. The PvP map that we played featured an inconspicuous, one-story plateau near our statue and the fort we built around it. While the geological structure didn't mean much to the constructors or commandos in the game, it gave the invading enemy ninjas the perfect platform to double-jump up and above the high walls our team had erected and fortified to keep them out. To add insult to injury, it wasn't until a duo of fleet-footed ninjas hopped their way past our defenses that we realized we had forgotten to place doors in our outer wall – we had effectively built ourselves out of our own base, leaving the opposing invaders alone with our statue. Thankfully, players can easily modify walls at any point, but the embarrassing gaffe and the exploitable design of our base ultimately cost us the round.
    Ninjas are no slouch when going up against human opponents, either. Dragon Slash is a great attack to use against aggressive commandos. With it, ninjas can wait behind a building or rocky outcropping for the commando to draw near, then use Dragon Slash to instantly close the gap and slice through them. This often propels you behind your target, making it easy to turn around and launch into another offensive attack before your enemy even knows out what hit them.
    Fortnite's ninja class strikes a good middle ground between the commando and constructor. The ninja's speed and Mantis Leap facilitate the exploration elements of the game, while the character's deadly sword strikes and offensive abilities make the class a more than viable option in combat.

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    Gamescom Interview-

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